#pragma once #include "ItemHandler.h" #include "../BlockInfo.h" #include "../World.h" #include "../Simulator/FluidSimulator.h" #include "../Blocks/BlockHandler.h" #include "../LineBlockTracer.h" #include "../Blocks/ChunkInterface.h" class cItemBucketHandler final : public cItemHandler { using Super = cItemHandler; public: constexpr cItemBucketHandler(int a_ItemType): Super(a_ItemType) { } virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_HeldItem, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace ) const override { switch (m_ItemType) { case E_ITEM_BUCKET: return ScoopUpFluid(a_World, a_Player, a_HeldItem, a_ClickedBlockPos, a_ClickedBlockFace); case E_ITEM_LAVA_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_HeldItem, a_ClickedBlockPos, a_ClickedBlockFace, E_BLOCK_LAVA); case E_ITEM_WATER_BUCKET: return PlaceFluid (a_World, a_Player, a_PluginInterface, a_HeldItem, a_ClickedBlockPos, a_ClickedBlockFace, E_BLOCK_WATER); default: { ASSERT(!"Unhandled ItemType"); return false; } } } bool ScoopUpFluid(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace) const { // Players can't pick up fluid while in adventure mode. if (a_Player->IsGameModeAdventure()) { return false; } // Needs a valid clicked block: if (a_ClickedBlockFace != BLOCK_FACE_NONE) { return false; } Vector3i BlockPos; if (!GetBlockFromTrace(a_World, a_Player, BlockPos)) { return false; // Nothing in range. } if (a_World->GetBlockMeta(BlockPos) != 0) { // Not a source block return false; } BLOCKTYPE Block = a_World->GetBlock(BlockPos); ENUM_ITEM_TYPE NewItemType; if (IsBlockWater(Block)) { NewItemType = E_ITEM_WATER_BUCKET; } else if (IsBlockLava(Block)) { NewItemType = E_ITEM_LAVA_BUCKET; } else { return false; } // Check to see if destination block is too far away // Reach Distance Multiplayer = 5 Blocks if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5)) { return false; } // Remove water / lava block (unless plugins disagree): if (!a_Player->PlaceBlock(BlockPos, E_BLOCK_AIR, 0)) { return false; } // Give new bucket, filled with fluid when the gamemode is not creative: if (!a_Player->IsGameModeCreative()) { a_Player->ReplaceOneEquippedItemTossRest(cItem(NewItemType)); } return true; } bool PlaceFluid( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item, const Vector3i a_BlockPos, eBlockFace a_BlockFace, BLOCKTYPE a_FluidBlock ) const { // Players can't place fluid while in adventure mode. if (a_Player->IsGameModeAdventure()) { return false; } if (a_BlockFace != BLOCK_FACE_NONE) { return false; } BLOCKTYPE CurrentBlockType; NIBBLETYPE CurrentBlockMeta; eBlockFace EntryFace; Vector3i BlockPos; if (!GetPlacementCoordsFromTrace(a_World, a_Player, BlockPos, CurrentBlockType, CurrentBlockMeta, EntryFace)) { return false; } // Check to see if destination block is too far away // Reach Distance Multiplayer = 5 Blocks if ((BlockPos.x - a_Player->GetPosX() > 5) || (BlockPos.z - a_Player->GetPosZ() > 5)) { return false; } // Give back an empty bucket if the gamemode is not creative: if (!a_Player->IsGameModeCreative()) { a_Player->ReplaceOneEquippedItemTossRest(cItem(E_ITEM_BUCKET)); } // Wash away anything that was there prior to placing: if (cFluidSimulator::CanWashAway(CurrentBlockType)) { if (a_PluginInterface.CallHookPlayerBreakingBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta)) { // Plugin disagrees with the washing-away return false; } a_World->DropBlockAsPickups(BlockPos, a_Player, nullptr); a_PluginInterface.CallHookPlayerBrokenBlock(*a_Player, BlockPos.x, BlockPos.y, BlockPos.z, EntryFace, CurrentBlockType, CurrentBlockMeta); } // Place the actual fluid block: return a_Player->PlaceBlock(BlockPos, a_FluidBlock, 0); } bool GetBlockFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos) const { class cCallbacks : public cBlockTracer::cCallbacks { public: Vector3i m_Pos; bool m_HasHitFluid; cCallbacks(void) : m_HasHitFluid(false) { } virtual bool OnNextBlock(Vector3i a_BlockPosition, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override { if (IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType)) { if (a_BlockMeta != 0) // GetBlockFromTrace is called for scooping up fluids; the hit block should be a source { return false; } m_HasHitFluid = true; m_Pos = a_BlockPosition; return true; } return false; } } Callbacks; cLineBlockTracer Tracer(*a_World, Callbacks); Vector3d Start(a_Player->GetEyePosition() + a_Player->GetLookVector()); Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5); Tracer.Trace(Start, End); if (!Callbacks.m_HasHitFluid) { return false; } a_BlockPos = Callbacks.m_Pos; return true; } bool GetPlacementCoordsFromTrace(cWorld * a_World, cPlayer * a_Player, Vector3i & a_BlockPos, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta, eBlockFace & a_BlockFace) const { class cCallbacks : public cBlockTracer::cCallbacks { public: Vector3i m_Pos; BLOCKTYPE m_ReplacedBlockType; NIBBLETYPE m_ReplacedBlockMeta; eBlockFace m_EntryFace; virtual bool OnNextBlock(Vector3i a_CBBlockPos, BLOCKTYPE a_CBBlockType, NIBBLETYPE a_CBBlockMeta, eBlockFace a_CBEntryFace) override { if ((a_CBBlockType != E_BLOCK_AIR) && !IsBlockLiquid(a_CBBlockType)) { m_ReplacedBlockType = a_CBBlockType; m_ReplacedBlockMeta = a_CBBlockMeta; m_EntryFace = static_cast(a_CBEntryFace); if (!cFluidSimulator::CanWashAway(a_CBBlockType)) { a_CBBlockPos = AddFaceDirection(a_CBBlockPos, a_CBEntryFace); // Was an unwashawayable block, can't overwrite it! } m_Pos = a_CBBlockPos; // (Block could be washed away, replace it) return true; // Abort tracing } return false; } } Callbacks; cLineBlockTracer Tracer(*a_World, Callbacks); Vector3d Start(a_Player->GetEyePosition()); Vector3d End(a_Player->GetEyePosition() + a_Player->GetLookVector() * 5); // cLineBlockTracer::Trace() returns true when whole line was traversed. By returning true from the callback when we hit something, // we ensure that this never happens if liquid could be placed // Use this to judge whether the position is valid if (!Tracer.Trace(Start, End)) { a_BlockPos = Callbacks.m_Pos; a_BlockType = Callbacks.m_ReplacedBlockType; a_BlockMeta = Callbacks.m_ReplacedBlockMeta; a_BlockFace = Callbacks.m_EntryFace; return true; } return false; } };